Return to “Suggestions”

Post

Personalized AI

#1
Wouldn't it be cool if you could program your own buddy NPC?

As a AI researcher I would love to see the possibility to create your own AI. One that has the same basic functions and inputs as players and other NPC's such as mining and trading. They should be able to accept tasks but also hire others to do stuff. The only way to shut them off after they boot should be killing unless you have programmed in a deactivation code.

Once they accumulate enough wealth (if they actually survive, and succeed in doing so) they could send it to someone else.
Or they could buy another possibly larger ship and give it the same AI if they feel the need to do so.

One could program them to eventually hunt in packs to increase survivability of the code. Or to build remote bases and be safe in numbers. Maybe you let them dominate a specific market or let them follow you on command :) .

These are just a few of the many possibilities you can implement with it. Image how cool it is If the majority of NPS's in this game are player written, some of which cooperate for their own survival while others work with swarm mentality. You can even program them to form some kind of symbiosis once they identify another AI that is beneficial to their survival.

There should not be a problem with overpopulation, because just like in nature every place can only sustain a limited amount. When population increases predators start to thrive and eventually it will balance out. Instead these AI (the smarter ones) will colonize unpopulated areas and build infrastructure there.


Think of an encounter with an AI in some no-man's-land, receiving the offer to be escorted for 2 hours in return for a certain amount of cash. Once you denied that offer the same NPC demands a slightly lower ransom based on your ship size, or else he will open fire.

Think of another encounter, where some group of NPC's that have been operating and protecting some trade hub passively not far away for quite a while now. Suddenly they come in numbers with the simple objective to "take another sector", not saying a single word and not caring whether you are a player or not.
Once over, when you come back (maybe trying to salvage your ship) you notice they are still there but no longer aggressive. You also notice a brand new space station and discounts on their services.
Last edited by ChickenStealer on Fri Apr 11, 2014 10:38 pm, edited 1 time in total.
Post

Re: Personalized AI

#2
Welcome to the Limit Theory forums, ChickenStealer!

I too like the idea that, to some amount, NPC AI would be exposed to players to fiddle with.

The question I have is what forms NPC AI might take. It depends on the way(s) that Josh is implementing NPC decision-making.

The predicates from an expert-system reasoning model could be exposed as editable and extensible rules... but I don't know that he's doing it that way.

Neural networks might be replaceable by different network values... but I don't know that he's doing it that way.

Maybe all the rules are buried deep in the (un-exposed) engine code, and the "reasoning" is just editable parameters... but I don't know that he's doing it that way.

Possibly he's just hard-coding and hand-optimizing heuristics... but I don't know about that, either.

Or maybe he'll be using some combination some or all or none of these. I just don't have any solid handle on it.

So it's hard to say how players might be able to develop personalized AI. We can think about how that might be used, but the form of AI in LT seems pretty important for understanding its potential uses.

Maybe folks here can summarize what AI in LT has been said to look like so far?
Post

Re: Personalized AI

#3
Thank you for your interests. I have updated some examples in the topic above.
Do not be confused though, neural networks are quite resource intensive and there is no need for them. I did not have any machine learning in mind.

The AI should be coded by the player, and make use of only a very limited amount of memory and resources. It was not so much about machine learning but more about programming an efficient NPC. You should probably do fine without.
Post

Re: Personalized AI

#4
What about always being able to choose and start with an AI companion?? It could be your slight more experienced npc that will assist you in learning the inns and outs of the game. Allowing you to practice npc interaction more closely and to have as backup when mining or fighting other npc.

I really hope that this isn't already somewhere in the sea of forums. But ill be it probably is. :think:
IF YOU AINT OUT OF CONTROL, YOU AINT IN CONTROL!
EVE ONLINE FO LYFE
STAR WARS FOR LYFE
Post

Re: Personalized AI

#5
superspace wrote:What about always being able to choose and start with an AI companion??
Take it a step further, and when the procedural backstory that's always talked about involves a lifelong companion, you have a buddy who isn't just a pilot on your payroll, you are equals in your journey, with all the ups/downs/sideways' that comes with it.
Don't know if that's been discussed before, but knowing this forum, it probably has.
That which is not dead may eternal lie, and with strange eons even death may die.
Post

Re: Personalized AI

#6
superspace wrote:What about always being able to choose and start with an AI companion?? It could be your slight more experienced npc that will assist you in learning the inns and outs of the game. Allowing you to practice npc interaction more closely and to have as backup when mining or fighting other npc.

I really hope that this isn't already somewhere in the sea of forums. But ill be it probably is. :think:
So a companion? Why not a relative? It would logically fit to all of what you propose: learning, practice, backup.

I've thinked about family ties, that I would really like implemented into LT. Maybe a "parent" NPC? Brothers/sisters? Seeing an NPC help its relatives, and truely caring about them. The player caring about his/her relatives. Wouldn't it be amazing?

This would fit nicely with FRACAS and the "opinion about stuff" -system.

Are we off-topic yet?

:squirrel:
In space, no one will hear you scream. #262626
I've never played a space sim. Ever.
Vos estis tan limes.

Online Now

Users browsing this forum: No registered users and 14 guests

cron